This update has been focused on fixing many small bugs that have creeped in from recent feature additions, and many that have been around for far too long. We're working steadily towards the "1.0" goal of having a solid single player experience, so on top of the bug fixes, a few small but critical features have been added.
Some highlights:
In order to help out with longer or more difficult missions, you now have the ability to repair at rearming stations and return unused equipment for money.
The communications system has been expanded to allow you to contact specific ATCs (bases, carriers).
The allied cruiser sea unit now has a single spawn point for VTOL units and the player.
A new LHA style allied ship unit is available for spawning and launching AV-42s and F-45s.
Those who play with hardware rudder pedals can now bind left and right wheel brakes.
Unpaved terrain will now feel rough and bumpy.
Huge thanks again to those who have been participating and providing feedback on the public_testing branch!
Full change log below:
General
Added ability to repair vehicle damage at rearming station
Added radio messages when attempting to contact ground crew for rearm/refuel/repair
Added ground crew voice profile by Tesla
Added altitude warning settings to options MFD page
Added loading bar and reduced hanging when loading steam workshop scenarios
Added wingman and ground crew voice profiles by Fyrcat
Added missing rearming stations to helipads and large hangars in Akutan airbase
Added gimbal limit/airframe mask guide to TGP/EOTS displays
Added resistance, bumpiness, and less traction when rolling on unpaved surface
Fixed: black screen when launching a tutorial from a new save file before ever selecting a vehicle
Fixed: cruise missiles would fail if quicksaved/quickloaded right after dropping, before their guidance turned on
Fixed: weapons could be attached to broken hardpoints
Fixed: radio message audio only emitted from inside cockpit when at rearming station
Fixed: blackout/redout screen effect did not display correctly in SmoothLook spectator camera mode
Fixed audio glitches when pressing buttons on loadout configurator on moving carrier
Fixed: Fuel dump would continue when battery is cut out
Fixed: dash gauges would stop working properly when battery dies until battery power is cycled
Fixed: loading scene helmet would float and/or disappear when game is paused (steamvr menu)
Fixed possible cause for voice commands to stop working after a mission
Fixed: rearming stations stopped working when restarting a mission while at the rearming station
Fixed: missile launch warning works with no battery
Fixed some inconsistencies with explosion damage on fast moving targets
Fixed some missiles not producing enough heat for defensive missiles to lock onto
Fixed: missiles with detachable boosters did not generate heat
Fixed: was able to return to aircraft from rearming right before "Reload All" was complete, causing the last few weapons to not be initialized properly
Fixed: MFD equip page showed garbage info when quicksaved and loaded while in an equip's settings page but not being displayed
Fixed: was able to enter rearming station while hooked into arrestor cable, causing mayhem
Fixed: wing fold warning did not sound when wings are folded before attempting to take off
Fixed: wingmen sometimes called "defeated missile" when the missile they were evading actually killed them
Fixed possible cause for exploding aircraft when attaching equipment on a moving carrier
Fixed splash scene background
Fixed: some objectives could be completed unintentionally during a quickload
Fixed: pressing certain buttons made beep sound when battery is off
Fixed inconsistency between HUD OLS and carrier OLS
Fixed: tutorial label lines did not dispose properly when restarting the mission
Fixed: autopilots could be enabled while landed
Fixed: speed autopilot could be enabled without battery
Fixed: Parking space reserved by player takes too long to unreserve when player leaves
Fixed: parking space was not marked unoccupied when occupant dies
Fixed: scroll views in main menu would scroll past edge while scrolling, which would hide menu items if scrolling by accident
Fixed: scroll views in equipment configurator would scroll past edge while scrolling
Fixed: if no wingman voice settings were set, all were disabled by default instead of enabled
Fixed: if no wingman voices are enabled, div by zero error when spawning wingman
Fix for issues with launching campaigns from the in-game workshop browser
Fixed: player aircraft spawns with landing gear up when restarting mission from very far away from spawn point
Fixed: controller vibrates continuously after exiting Steam overlay if it was vibrating while entering Steam overlay
Fixed: Carrier responded "wait for clearance" when requesting take off, even though a catapult was immediately available
Fixed: parking space reservation system was sloppy, causing bugs including VTOL AI pilots landing where the player was instructed to park
Fixed incorrect playback length of mp3s in briefing notes
Fixed: cancelling take off request after taxiing onto runway does not free the runway for other aircraft
Fixed signs in Airbase 2
Fixed: vehicle moves slightly relative to aircraft carrier on origin shifts
Fixed: vehicle moves several meters relative to aircraft carrier on quickloads
Fixed: workshop browser Info button no sound
Fixed: workshop browser play button no sound
Fixed: VRKeyboard Okay and Cancel buttons no sound
Fixed: loadout congfiguration save/load menu audio too loud
Fixed: bottom of wingman voices list in game settings was cut off
AV-42C
Added CMS settings MFD page
Added bingo fuel settings to options MFD page
Removed old warnings from vehicle destruction
Fixed: objectives mission did not advance if player skipped regrouping before attacking in The Island mission 4
F/A-26B
Added CMS settings MFD page
Added hitbox to engines
Added bingo fuel settings to options MFD page
Added OLS indicator to HUD during carrier landing
Updated gun model
Tweaks to Desert Cobra mission 8
Set carrier group in Desert Cobra mission 6 to begin turning earlier so it won't be turning while units are landing
Fixed: nav/strobe lights still showed on broken wing tips
Fixed: losing lock in boresight mode leaves the BRA info on the page
Fixed issue in Desert Cobra mission 6 where destroying all air targets except the bomber's escorts will begin RTB objective without completing the CAP mission
F-45A
Added CMS settings page to SMS page
Added hitbox to engine
Added icons showing when missile or enemy aircraft is hot or cold in TSD
Added countermeasure counts to MFD
Adjusted wing aero sound
Engine startup takes more electrical power
Updated gun model and description
AGM-145 can now be launched without a lock (LOAL - lock on after launch)
Improved landing gear suspension characteristics
Fixed: internal weapon bay doors did not work properly after internal weapons were rearmed
Fixed: tinted visor would darken HUD
Fixed inaudible aero braking sound
Fixed: could not slew EOTS via TSD if EOTS display was not visible
Fixed: Can't issue "Attack my target" command on TSD target if TSD page is minimized
Fixed: Issuing "Attack my target" on TSD target will cause both "affirmative" and "can not comply" commands when it should be "affirmative"
Fixed quicksave error when there are deleted GPS groups
Equipment
Fixed: Antiship missile would dive into ground if it finds a target while still flying over terrain and is set to sea-skim
Reduced CBU-97 bomblet parachute drag to reduce hangtime before skeets deploy
ATC
Added ability to specify which "tower" to contact for ATC in MFD
Added ability to specify which "tower" to contact for ATC using voice
Added ability to request vertical landing and takeoff instead of conventional
Added responses for requesting take off from the wrong ATC
Added "Call the ball" interaction when landing on carrier
Fixed: contacting nearest ATC will call the last airport you requested take off from, even if it is not the closest one
Fixed: requesting landing from a different airbase before landing at a previously requested airbase did not cancel the previous request
Units
Added "Assault Carrier" allied sea unit
Added option to disable "stop to engage" on tank units
Added exterior lights to AI aircraft where missing
Allowed spawning VTOL aircraft on the allied cruiser unit
Allowed requesting vertical landing and takeoff from cruiser unit
Changed AI Pilot taxi behaviour to speed up a slightly on straights and slow down on turns to reduce taxi time
Fixed typo in B-11 Mk-83 equip
Fixed: ship wake stretched from spawn point to current position after quickload
Fixed: VTOL units did not return engine tilt to default after landing vertically
Fixed: MANPADS sometimes lead the target too much when shooting
Fixed: invincible air units could fly through terrain and water
Fixed aircraft failing to land properly if navigation speed is set too high
Fixed: Error when an AI pilot takes off from a carrier, then lands and attempts to take off from a different carrier type
Fixed AI AV-42C oscillation when taking off vertically
Fixed F-45A landing short when performing arrested recovery
Fixed: AI pilots lost lock on target when firing non-fire-and-forget AGM
Fixed: ground units set to attack only other ground units would not attack landed aircraft
Fixed: AI pilot quickloaded during the final stage of VTOL landing would crash
Fixed: Sometimes soldiers would stop on the way to entering player passenger bay
Mission Editor
Added a prompt and prevent creating a mission that has the same filename as a map used by the mission or campaign, which caused conflicts
Added prompt in campaign edit window to repair a campaign with known issues
Added prompt in campaign edit window if unsaved changes to campaign info will be lost when exiting the window
Added "Global Values" and related conditions and event actions
Added event action to kill player pilot
Added event action to destroy player vehicle
Added event action to kill entire unit group
Changed path name to rename button w/ dialogue
Made trigger and sequence event name char limits and UI consistent with timed events
Various UI tweaks
Set framerate limit in editors to stop CPU/GPU overusage
Fixed: conditional editor got stuck if a node is deleted while editing a connection from it
Fixed: when launching as invincible, AI pilots would not fire guns at player
Fixed: Playing a BGM song after it stops did not start it from the beginning
Fixed: could not save scenario after setting up event action with an MP3 when that mp3 already existed in mission resources the audio test button was used (file was in use)
Fixed: could not save after an mp3 was tested in an event action, then deleted
Fixed: could not delete sequenced events with empty event actions
Fixed: aircraft unit did not get properly removed from a carrier when moving it when there are multiple carriers on its team
Fixed issues when deleting a carrier that has units on it
Fixed error when calling "Land" action on air group with unspawned units
Version 0.0.15 is now available on the main branch!
We're a bit overdue on the goal of bringing the game to 1.0 by the end of 2019, but we're moving forward nonetheless. Over the last few months, with the help of everyone participating in the public_testing branch, we've fixed countless bugs, added many mission editor features which will allow for more interesting custom missions, and brought the F-45A to a more complete state. There's a new tutorials section which will be filled over time to help you take advantage of the every feature of the different aircraft. Terrain rendering optimizations should solve some more of the performance drop in the previous versions. The F/A-26B's Operation: Desert Cobra campaign now includes the 8th and final mission.
A full list of changes are below:
Alpha v0.0.15
General
- Removed artificial altitude ceiling
- Added atmospheric effects to wing aerodynamics and jet engine performance (to create natural altitude ceilings)
- Fixed airbase buildings disappearing at certain distances
- Fixed certain cockpit components not saving properly
- Fixed: dropped bombs that were damaged by other bombs played damage sounds on player vehicle
- Fixed terrain shader issue that may have contributed to reprojection issue
- Fixed center stick moving when grabbed
- Fixed camera shakes caused by explosions and sonic booms
- Fixed black screen on startup on systems where speech recognition is not supported
- Fixed: low LOD models showed at incorrect distances in spectator camera
- Fixed error spam in intro scene
- Fixed error in map editor preview generator
- Can use throttle thumbstick to switch SOI
- Added Vive Cosmos default bindings
- Added sound effects to TGP functions
- Fixed: objectives out of order in MFD after quickload
- Added ability to request rearm and refuel with voice
- Fixed: spectator camera would continuously reset when in fly-along missile mode and missile/bomb is about to impact
- Fixed game directory path issues when game is launched from another process
- Fixed missing text in AV-42C and F/A-26B seat recenter MFD page
- Fixed spectator camera jittering in PresetViews mode
- Added Camcorder mode to S-Cam
- Improved performance of terrain shader
- Fixed "Orbit Here" radio command not working properly
- Added Tutorials menu to main vehicle menu
- Added Radar tutorial
- Added SEAD tutorial
- Added AGM tutorial
- Moved AV-42C tutorials from "The Island" training tab to main tutorials menu
- Fixed: Attached equipment didn't affect RCS of AV-42C and F/A-26B
- Fixed: changing page in main settings menu reverted unsaved changes
- Fixed: Smoke and explosion particles were still visible after quickload or mission restart
- Fixed: Sonic boom sound not muffled when canopy is closed
- Fixed collision warning beeping when parked on carrier
- Updated loading scene
- Fixed parking orientation in Airbase 2 hangars
- Updated map loading display to show proper map edges
- Fixed: GPS targets don't initially appear in HUD until GPS targets are changed
- Fixed: Some meshes, textures and materials were not destroyed when not in use, causing system to run out of memory in long play sessions
- Fixed loading scene when launching map editor
- Reduced memory used by map cities
- Fixed near clipping plane for Spectator Camera in SmoothLook mode
- Disabled shadows at far Spectator Camera distances to remove shadow artifacts on terrain
- Fixed far plane cutoff in Spectator Camera interior views
- Fixed: player blackout caused exterior Spectator Camera audio to fade out
- Added slight camera shake to interior Fixed Spectator Camera from g-forces, cannon fire, etc
Steam Workshop
- Fixed: Background music did not play in Steam Workshop custom missions
- Fixed: unwanted loading popup when selecting a page in workshop browser
F/A-26B
- Added declutter switch
- Moved MFD Brightness knob
- Added MFD swap button
- Improved pitch control at high AoA
- Added fuel dump switch
- Added visual damage to wings
- Fixed MFD Swap button tooltip
- Added auto speed AP mode
- Added AP altitude adjuster
- Added Mission 8 to Operation: Desert Cobra
- Tweaked Operation Cobra Mission 3 to make it more interesting
- Fixed missing RTB and refuel waypoints in free flight
- Fixed: Rear view mirror was not quicksave persistent
- Fixed: Side eject handles (with center stick) did not require tight grip with Index controllers
F-45A
- Fixed: formation lights were on by default
- Added shoot indicator
- Changed TSD scale toggle to zoom in/out buttons
- Added center stick option
- Added autopilot controls
- Changed internal laser guided bomb to use trigger to open bay
- Fixed: some weapons fired from internal bay did not balance properly
- Added AGM-145 anti-tank missile
- Added GBU-53 Advanced SD Bomb
- Added Fuel Config screen to SMS MFD page
- Fixed: some indicator lights worked with no battery
- Fixed incorrect TSD target indicator after GPS targets have been deleted
- Fixed TSD quickload issues caused by missiles
- Fixed Nav map quickload issues
- Reduced overly aggressive flight assist for roll and pitch
- Improved flight assist during jet-borne flight
- Added SMS mode selector (config/arming/jettison)
- Added wing damage models
- Added another mission to quick-flight
- Added TSD HUD icons and filters
- Slightly reduced radar cross section
- Fixed: lift fan would still work if the engine failed to start up
- Fixed: Map display stops working after turning MFD off and on
- Fixed TSD errors after quickload
- Fixed: radar power not persistent after QL
- Fixed: TSD zoom not persistent after QL
- Fixed: TSD selection not persist after QL
- Fixed: MFD SOI not persistent after QL
- Fixed: SMS mode not persistent after QL
- Fixed: SMS Fuel page not persistent after QL (not displayed)
- Fixed: SMS WBD Override page not persistent after QL (not displayed)
- Fixed: Fuel dump not persistent after QL
- Fixed Quickload error when a GPS group was deleted
- Fixed TSD icons glitched around after quickload
- Added quicksave menu to "Game" MFD page
- Fixed incorrect audio source for parking brake
AV-42C
- Added fuel dump switch
- Added visual damage to wings and fuselage
- Fixed missing tooltips on Nav and Strobe light switches
- Changed afterburner to be more throttleable to help hovering at TWR where hover point is near afterburner threshold
Equipment
- Reduced AIM-126, AIM-9, and AIRS-T drag
- Increased AIM-126 radar receiver field of view and adjusted launch zone parameters
- Allowed GBU-12 to lock on after launch to allow dropping on laser-designated targets which are initially out of view
- Added declutter button to ARAD MFD page
- Fixed issue where AGM-114 would not track to target in certain launch conditions
- Increased stealth charactersitics of AGM-89 and AGM-161
- Fixed guidance issues on missiles mounted at rearming station
- Fixed: GBU-12 (and possibly others) did not detonate when killed
- Fixed GBU-39 and GBU-53 in quad mounts were ejected in the wrong direction
Units
- Fixed VTOL units colliding with carrier island on takeoff
- Fixed AI pilot issue when returning to base from far away
- Added option to enable AWACS comms on allied AWACS (WIP)*
- Fixed MQ-31 landing on non-carrier runway
- Fixed heat emission on certain aircraft engines
- Applied mach drag effects to AI aircraft
- Reduced AI aircraft collisions with terrain when landing
- Fixed loud audio coming from AI AV-42C on spawn
- Fixed AI pilots running into terrain when returning to base from far away
- Added MAD-4 Radar and Missile launcher units to enemy team (Mobile Air Defense)
- AI Pilots will not enable radar while landed, landing, taking off, or refueling
- Tweaked AI pilot terrain avoidance more to solve crashes in certain situations
- Adjusted MQ-31 engine and aero performance which were too weak to climb to altitude when fully loaded
- Fixed AI Pilot getting lost when taxiing to runway from large hangers in airbase 1
- Fixed: Rearm/Refuel point props did not snap to ground surface
- Added destruction models to enemy bomber
- Fixed: Certain aircraft units spun and floated into the air when destroyed on the ground
- Fixed: IRAPC not illuminated in TGP view when not zoomed in on it
Quicksave
- Fixed black screen issue after quicksaves
- Fixed error when quicksaving while an AI pilot is vertically landing on a helipad
- Fixed: HUD showed "no arm" after quickload
- Fixed: Quad hand menu quicksave did not honor quicksave limits set by mission creator
- Fixed: Exploded pieces of dead aircraft spawned unintentionally after quickload
Mission Editor
- Fixed unwanted inputs when using static object browser
- Show loading message when quitting mission editor
- Added bearing to measuring tool
- Added option to select a waypoint as "bullseye"
- Added Sequenced Events**
- Added ability to change whether allied air units can be commanded by the player (both wingmen and non-wingmen)
- Added ability to reorder objectives in the objectives list (does not affect start order/prerequisites)
- Added ability for AI AV-42C's to pick up, drop off, and be preloaded with soldiers
- Added "Is Landed" condition for AI aircraft units in conditional editor
- Opening the Event Action Browser will bring the browser to the previously selected action
- Fixed: AI pilots made radio call as if they destroyed a player-designated target, when it was an editor-designated target
- Fixed: cursor heading changed while moving over terrain
- Fixed: static objects did not align properly to terrain after loading saved mission
- Added Conditional Actions (If/ElseIf/Else)
- BGM will no longer replay from beginning if the same song was triggered again by an event action
- Added quicksave and quickload event actions
- Orbit, nav path, form on pilot, refuel, rearm, RTB event actions will interrupt AI pilot bombing runs
- Added ability to preload soldiers to Player's AV-42C
- Fixed issues with editing aircraft on Carrier and pressing Cancel
- Fixed: Enter button while editing value in conditional editor would close the editor
- Added surface speed conditional for player spawn
- Added a prompt when the mission image is too large for Steamworkshop upload
- Allow AI pilots to take off after being commanded to land
If you are using the Vive Cosmos and you haven't already created your own custom input bindings, you may find that your controllers are not able to move in the game. The public_testing version now includes default bindings for the Vive Cosmos.
The bindings still need further testing, but if you want to switch to the public_testing branch and try it out, you can do so in the "betas" tab in the game's properties window. If you have the Cosmos and can use it in the public_testing branch, please let me know how it goes.
Version 0.0.14 is now available on the main branch!
This update focuses on bug fixes, performance, and mission editor assets.
Bug Fixes
There were many fixes in different parts of the game. Valve Index players will find it easier to interact with buttons and switches, but less likely to accidentally eject. The cruise missiles (both anti-ground and anti-ship) no longer have issues homing in on targets in the terminal phase. There are many more fixes, so please see the change log below.
Performance
After the previous update, many have reported lower framerate and visual jittering, especially when running in Oculus VR mode. In Oculus VR mode, the issue seems to have come from either the update to the game engine, and/or the update to the Oculus SDK version. The effect was exacerbated by general performance issues. I hope you find that good framerate and generally smooth gameplay has returned in this version, however I recommend trying SteamVR mode if Oculus VR mode continues to present visual problems.
Mission Editor Assets
Since workshop support has been released, the Steam community has uploaded over a hundred missions, campaigns and maps, which is amazing! The update brings a few new units, static objects and other editor assets/features that you can use to create more unique and exciting scenarios.
What's Next?
I'm itching to move forward with a major feature that many players have been asking for over and over, but before that, I will be focusing on the final touches with the single player experience by polishing vehicle related features and game content. The game has expanded far beyond my initial plans, and I'm aiming wrap it up into a well rounded package we can all be proud to call "1.0" before the end of the year. Don't worry -- I want to see multiplayer in the game as much as you do. The intention is to limit the ever expanding scope of features for the duration of early-access so we can switch gears to work on bringing multiplayer to the game sooner.
Full change log below:
General
- Added a one-time notification to opt-in to cloud diagnostics
- Added button to permanently hide Steam Workshop notification
- Added equipment loadout saving/loading
- Added compatibility check for new custom missions
- Added option to make S-Cam recording persistent
- Added an extra zoom-out level for MFD nav map
- Show reply in MFD comms page when no airfield is available for take-off/landing
- Fixed: smoke particles became too transparent
- Made comms and radio volume settings persistent between flights
- Removed reflection highlight in internal helmet visor
- Reverted shadow library to attempt to solve performance issues
- Optimized terrain and water shaders
- Various minor script optimizations
- Various rendering/material optimizations
- Changed default measurement units to Feet/NM/Knots for new saves
- Changed eject handle to require more grip force for Index controllers
- Changed Index controller finger curl to use trigger instead of proximity to make it easier to interact with switches/buttons
- Disabled tap-to-toggle behavior with Index controller on throttle/joystick
- Organized game settings into categories
- Fixed: First moments of MP3 playback was repeated
- Fixed: MP3s had incorrect length causing long trailing silence
- Fixed flight log unable to scroll to bottom
- Fixed SteamVR input issue when returning to a VR scene from 2D
- Fixed: Roads removed tree models in path but not tree colliders
- Fixed forearm model clipping through sleeve during fast movement
- Fixed exploding aircraft when mounting a weapon in a specific circumstance
- Updated Oculus SDK to 1.38
- Updated SteamVR SDK to v2.3.2
Equipment
- Fixed remaining issue causing AGM-161 guidance to sometimes fail near the target
- Fixed terminal guidance issue with AGM-89 anti-ship missile
A/V-42C
- Fixed error that breaks weapon tutorial if master disarmed during certain steps
- Fixed hover autopilot issues
F/A-26B
- Replaced a SEAD unit with a refuel drone in Desert Cobra mission 6
- Fixed issue in Desert Cobra mission 7 that caused allied CAP to never join the battle
- Fixed deformed pilot legs
F-45A
- Added afterburner indicator
- Added weapon bay override settings in SMS page
- Added flight log to Game Menu MFD page
- Weapon bay doors will stay closed until uncaged for heat-seekers set to Trigger Uncage mode
- Rearranged a few cockpit components
- Fixed title in vehicle configurator
- Updated helmet model
- Changed HMCS/HMD related features to be enabled when HMD switch is on (flip-down visor for tint only)
Mission Editor
- Added static objects for building small bases, FARPs
- Added visual to aircraft equipment editor
- Added countermeasure event action for AI aircraft units
- Added Land At Waypoint w/ Direction event action for VTOL aircraft
- Resized some windows, UI elements to help display list items better
- Enlarged unit and static object browsers and added preview thumbnails
- Fixed issues with NumAirborne parameters in air unit group conditional node
- Fixed issues with objectives where a unit is to be picked up/dropped off more than once
- Fixed: Units and unit groups were out of order in event action browser
- Fixed "All Airborne" air group conditional firing immediately on mission start
- Fixed: Setting player as target for proximity trigger which is triggered by Unit did not work
- Fixed: Unable to scroll on long pre-requisite objectives list
- Fixed error when sending a GPS point or path via event action at mission start time
- Fixed: Units with targetable weapons (guns on boats) were not ignored when the unit is a non-target
- Changed AI Pilot default path to always be used as airborne navigation path, not taxi path
Map Editor
- Added another version of an airbase
- Fixed: heightmap-specific options showed when Terrain Type was initially set on Archipelago (noise gen) mode
- Fixed missing out-of-bounds terrain chunks in North and East coast maps
Units
- Added Rocket Artillery Truck units
- Added more event actions for artillery units
- Added MQ-31 carrier based unmanned aerial refuelling vehicle
- Added "SRAD Truck" allied ground vehicle with IR SAM and cannon
- Added Rearming/Refueling points
- Fixed wind noise coming from AI F-45 flying in formation
- Fixed: radio comms played when AI F-45A refueled
- Fixed: AI F-45A was impervious to bullets
- Fixed: AI F-45A on carrier didn't unfold wings before vertical takeoff
- Fixed: AI planes refuelling did not return to previous tasks if tanker was destroyed
- Fixed issue with loading passengers when AI F-45A is present
- Fixed GAV-25 front wheel lateral grip
- Fixed AI pilots erratic behavior when lining up a low altitude bombing run
- Fixed: AI F-45A radar did not detect enemy units, and showed on player RWR
- Fixed AI F/A-26B taxi behavior (running off path into airbase signs)
Quicksave
- Fixed: Some gun turrets continued to be able to fire when destroyed before a quicksave/quickload
- Fixed: Start Events on objectives set to prereq mode were fired on quickload even when already completed
- Fixed VTOLs crashing if quicksaved/loaded while they are taking off vertically
- Fixed quicksave error when there's a trigger event with no waypoint
- Fixed: Timed events that were stopped were resumed after quickload
- Fixed: Drone Carrier mantas re-launched even when carrier was dead after qs/ql
Steam Workshop
- Fixed some formatting issues with author name and description
Wingmen Voices
- Added "Texas" voice profile by Red1791
Early Access v0.0.13 is now available on the main branch!
This update brings a couple of highly requested features (Steam Workshop support and a VTOL fighter) as well as many improvements, fixes, and optimizations. Some highlights and a full list of changes are below:
Steam Workshop
VTOL VR now features full Steam Workshop integration for user-made missions, campaigns, and maps. You can upload your content directly from the in-game editors with a click of a button, and play workshop missions directly from the in-game VR workshop browser.
F-45A
The F-45A, a stealthy VTOL capable aircraft, has been released as a work-in-progress. There are still a few features missing on this vehicle, such as quicksave and some advanced weapon/sensor/equipment features, but there's plenty to play with as-is. The F-45A will continue to be improved on as a side-project while the game moves towards a more complete state.
Operation: Desert Cobra
Additional missions have been added to the included F/A-26B campaign. Continue your mission with the carrier group, striking key enemy targets in remote lands.
Game Engine Updated
The version of Unity3D that the game is built on has been updated to v2019.1, which among many things includes an updated PhysX engine over what the game was previously built on (v2017.1). This brings substantially improved CPU performance when there are many aircraft flying in missions.
What's next?
Almost all of the features I had originally planned for, and more, are in the game in one way or another. I still plan on improving parts that have been left as placeholders (such as the damage model, communication systems, and some of the vehicle systems), but the main focus for the remainder of early access will be gameplay content. That means more varieties of allied and enemy units, target structures, missions, and maps.
Full change log:
Alpha v0.0.13
F-45A
- Work-in-progress release
F/A-26B
- Added missions 6 and 7 to Operation: Desert Cobra
A/V-42C
- Fixed hand position on grab bar
- Fixed issues in Basic Weapons tutorial
- Added GBU-12 racks
General
- Updated to Unity 2019.1
- Updated Oculus SDK to latest version (1.37)
- Improved gun director sight to account for target acceleration/turning
- Changed water depth shader render texture format for compatibility
- Fixed carrier arrestor cables yanking aircraft too much
- Fixed carrier optical landing system inconsistency between vehicles
- Fixed non-spherical clipping at edge of render distance
- Handle error caused by duplicate custom map ID when loading game
- Fixed missing helmet shadow in FPV
- Updated to latest SteamVR Input system
- Added support for Valve Index/Knuckles controllers
- Added option for SteamVR skeleton hand animations
- Added quick in-flight game menu (grip + trigger + menu/b/y)
- Fixed occasional g-force induced death on catapult launches
- Updated shadow library
Equipment
- New nav map display
- Fixed rocket salvo balancing
- Fixed weapon firing order to try to maintain symmetry
- Fixed AGM cruise missile not using final waypoint as ground target if no live targets were optically acquired
- Fixed over-powered chaff countermeasures
- Increased pitbull ranges of active radar missiles
- Hide TGP HUD icon when in FWD mode
- Fixed: Sea-skimming anti-ship missiles usually crashed into water right before impact
- Improved anti-ship missile terrain following behavior to reduce crashing
- Fixed MARM guidance when firing at a target above your current altitude
- Fixed GBU-12 price
- Fixed imprecise throttle control caused by floating point errors
Radar
- Adjusted radar cross sections of aircraft
- Fixed: RCS was not being affected by attached weapons for certain aircraft
Mission Editor
- Fixed: unable to select Akutan from new mission map selector
- Fixed scrollbars receiving unwanted inputs
- Fixed issues with non-lowercase extensions in images used for mission thumbnail
- Fixed issues with mp3 files in briefing notes
- Added triggerable colored flares
- Added Oil Platform static object (destroyable)
- Added Static Object conditional node to conditional editor
- Added Static Object category to event action browser
- Added Expand button to minimap
- Changed mouse input to solve disabled input issues
- Fixed broken campaign mission reordering
Map Editor
- Changed Open Map UI to list by map name instead of file name (if available)
- Fixed: Map preview did not update on save until editor was closed and reopened
- Changed the way height maps are saved and loaded to increase height precision, reduce jaggedness (will only affect new edits/saves)
- Changed mouse input to solve disabled input issues
Units
- Fixed catapult designations on allied aircraft carrier
- Setting "Engage Enemies" on radar units will enable/disable the radar
- Changed AI VTOL landing program to be "on rails" for consistency
- Fixed typo in enemy SAM Launcher unit description
- Added F-45A AI unit
AI
- Fixed issue with bombing routine where they pull unneccessary Immelmann before bombing run
- Fixed AI sometimes firing ASMs at dead ships
- Improved evasive maneuvers vs radar missiles
Quicksave
- Fixed QS Error with FLKM-100
- AI VTOL landing state persistence
- AI VTOL take-off state persistence
As mentioned in the previous announcement, VTOL VR will soon feature full Steam Workshop integration for user-made missions, campaigns, and maps. You will be able to upload your content directly from the in-game editors with a click of a button, and play workshop missions directly from the in-game VR workshop browser. Starting now, for a brief period of time, the workshop features will be available only in the public_testing branch.
In case you have missed it, there is a third vehicle currently being tested in the public_testing branch as well. The F-45A is a modern, stealthy, VTOL capable aircraft. It will provide an opportunity to try different combat tactics than with the other two aircraft.
These additions will come to the main branch very soon, but if you would like to opt-in to the public_test branch, you can do so in the game properties window on Steam.
A small patch to fix issues reported over the weekend in v0.0.12
v0.0.12f2
General
- Prevent custom campaigns in improper file location from being loaded
- Fixed: editor resources with non-lowercase extensions not recognized
- Fixed: Mission selector scrollable list allowed selecting locked missions
The latest alpha update once again brings many additions and improvements. Some highlights include improved performance on custom maps, quick saving, and editor improvements.
New missions have also been added to the Operation: Desert Cobra campaign.
Performance There was a major issue with trees and cities that caused horrible performance on certain custom maps. In this update, I made changes to the level-of-detail settings and the way colliders are handled so that the framerate doesn't drop in maps with vast, dense forests and cities.
Quick Save With addition of large custom maps in the last update, some missions have become quite long, and many players found it frustrating to restart a long mission after a silly mistake. The quick save feature allows you to save in the middle of a mission, and revert to that point at any time, even after you die or eject. Currently, you will not be able to load a quick save after exiting the mission or game. By default you will have unlimited saves and loads, but options are available to mission creators to limit this feature.
Editor Features There are many changes to both the mission and map editors, but one notable set of features add randomization to missions. Mission creators will be able to set up alternate spawn versions of units, which will be randomly selected at the beginning of the mission. This means that a particular unit may be in a different location, have a different set of weapons, or even complete a different set of tasks each time a mission is played. A new "chance" conditional node will allow for randomized event actions to occur. These features can boost the replayability of a single mission.
Moving Forward As a few have noticed, there is a third vehicle coming to the game. We will begin making it available in the public_testing branch in the coming week. Steam Workshop integration is coming soon as well. You will be able to easily share and play custom missions, campaigns, and maps in-game or through the workshop page. I'll make another announcement about the workshop before it goes live.
Full list of changes:
Alpha v0.0.12
General
- Changed GPS target send from NAV map to use altitude above ground level (so 0 will always be terrain surface)
- Target altitude adjustment in NAV map uses nicer numbers when altitude units are set to feet
- Fixed temporary freeze when starting a new mp3 stream in the cockpit mp3 radio
- Fixed disappearing buildings
- Fixed end mission panel not appearing when a required objective is failed
- Added coastal map example "costaOeste"
- Fixed pixel lighting in terrain shader
- Added quicksave menu in GAME MFD page
- Ability to scroll through UI menus using thumb stick/pad
- Added scrollable list view in mission selection screen
F/A-26B
- Added missions to Operation: Desert Cobra
- Fixed CATO trim sometimes failing to pull up to target pitch
Equipment
- Added GBU-12 Laser guided bomb and AGM-161 air-to-ground cruise missile
- Fixed RWR still playing missile lock sound after missile has stopped locking while other radar is still locking
- Fixed TGP display still showing IFF info after target was occluded or destroyed
- Changed ARAD to remain functional while the MFD screen is not being displayed
- Fixed F/A-26B canopy not inheriting aircraft's velocity when broken
- Fixed HUD sometimes disappearing when bomb CCRP target goes out of view
- Added MFD button to TGP screen to toggle HMD video in HEAD mode
Units
- Fixed some issues with ground unit movement that happens far away from player
- Fixed SAAW not maintaining lock on target due to changes to gun turrets using radar
- Fixed enemy drone carrier and missile cruiser radars not working properly
- Fixed issue caused by SAM unit referencing a radar that was deleted
- Fixed enemy aircraft drunken taxi issue
- Fixed rear left spawn point on allied carrier (too close to edge for F/A-26B)
- Fixed error when AI F/A-26B fires anti-ship missile
Mission Editor
- Added "Linear" mode for Paths
- Fixed Select All button on multi-unit selector including units that aren't available to select
- Fixed Allied MBT unit preview showing box around unit
- Added Unit Group features to mobile ground units
- Fixed "cancel" button in multi-unit selection window still applied changes
- Added dialogue to remove unit from carrier when attempting to move it
- Fixed issues caused by descriptions containing special characters
- Added "Any Unit Detected" and "All Units Detected" conditions to unit group and unit list conditional nodes
- Added "Chance" conditional node
- Added default "radar enabled" option for aircraft with radar
- Added "alternate spawns" editor to units
- Added "Any near waypoint" property for unit list conditional node
- Fixed audio silence after returning to mission editor from flight
- Improved memory usage when saving and loading missions/campaigns
- Fixed error that prevented saving when a Path had zero points
- Fixed typo in unit options for ships
- Fixed: able to move camera while carrier editor is open, related issues
- Added quicksave options to scenario info window
- Fixed certain sub-units not completing Destroy objectives when killed
- Fixed: final objective would start / mission would be complete if remaining required objectives have not started yet
- Changed map selection on new mission to use same UI as map editor
- Allow selecting sub-units as attack targets for air units and groups
- Allow selecting sub-units for unit list conditionals
- Added airborne conditionals to air unit group conditional node
Map Editor
- Added "Coastal" map border type
- Static objects and roads reposition on the surface when terrain height is adjusted
- Added automatic bridge supports to road system
- Fixed camera drifting
- Added map info editor window (name and description)
- Updated map preview shader
Wingmen
- Added "Vyxenah" voice profile
Comms
- "Attack my target" Allow using ARAD MFD page to select target
- "Attack my target" Use MFD page that is SOI if targets are selected on multiple MFD screens
- Corrected order of to/from callout in ATC comms
Performance
- Adjusted tree LOD distances to reduce rendered polys
- Optimized city colliders
- Reduced framerate dropping with tree colliders enabled
Patches 3, 4, and 5 for v0.0.11 have been pushed from the test branch to the main branch. Patch 3 in particular brought dramatically improved memory usage when loading and unloading custom maps.
General
- Fixed memory not being properly cleaned up after unloading a map
- Fixed map loading procedure to remove hiccup after loading map with infinite terrain borders
- Fixed "missing map" issue on campaigns and scenarios with packed maps when map is not in custom maps folder
- Fixed: Player sometimes falls through terrain when spawning for the first time in a custom map
Equipment
- Fixed heat seeking missiles in "trigger uncage" mode not working properly while a target is locked on radar
Units
- Added new drop tanks and conformal fuel tanks to AI F/A-26B equipment
AI
- Fixed taxiing aircraft not continuing if an aircraft ahead of them in line is destroyed
A quick patch for some small issues reported since yesterday's major update. One issue prevented mission 4 in the AV-42C "The Island" campaign from progressing unless the player happened to fly through an unmarked waypoint. All objectives in that mission should trigger as expected now.
v0.0.11f2
Units
- Fixed Manta UCAV description in mission editor
Mission Editor
- Fixed: "M" key triggered measurement tool (not intended)
AI Pilots
- Fixed: pilot performing VTOL takeoff wouldn't execute a command given to them while taking off (affected Open Water mission)